Case Studies

Timeline of projects and results

2013

2013 · SEBRAE — Campus Party Gamification
2013 · SEBRAE — Campus Party Gamification
2013

Gamification of the large Campus Party event in São Paulo using the Funifier platform to engage participants in activities and missions throughout the event. Participation earned points for talks, workshops, consulting sessions, social interactions and survey answers, redeemable for souvenirs.

Results: +1000% in survey responses (from ~200 to ~2,000). Audience: ~8,000 attendees.

2013 · CECAF Gym — Member Engagement and Retention
2013 · CECAF Gym — Member Engagement and Retention
2013

Project to fight churn with a check-in app visible to members, attendance/weight-loss/muscle-gain challenges with progressive discounts up to 15% (reset on absence) and group bonuses (+5%), points redeemable for supplements/equipment, teacher evaluation via QR codes with internal ranking, and follow-up with physical assessments and daily task lists.

Results: Poor service ratings eliminated (from 17% to 0% in 1 month); increased member retention and motivation.

2013 · CCI School — Knowledge Olympics
2013 · CCI School — Knowledge Olympics
2013

Gamification to motivate students to complete online exercises and mock exams, consolidate knowledge and raise grade averages; also to engage teachers to register new questions in the question bank. Funifier integrated with the school's e-learning system (Knowledge Olympics and Question Bank), using points, rankings, medals and crowning; participation counted toward real grades.

Results: Engagement of ~1,000 students in online exercises and assessments.

2015

2015 · LuckyDiem (USA) — Loyalty/Promotion Program
2015 · LuckyDiem (USA) — Loyalty/Promotion Program
2015

Platform for gamified ads, discounts and rewards. App with store map, discount roulette and simple steps (quiz and sharing) to increase perceived value and coupon usage. A partnership project with Yu-kai Chou that brought learnings and new features to Funifier.

Results: La Quinta case (Play & Stay): viral coefficient ≈5.3 (2k → 10.7k via referrals in 3 months); 34% DAU; 3.75 min/user; 1,784 new bookings; +712% sales vs. control group; average ticket +132% and CAC −74% (publicly cited study).

2015 · Europe (UK and EU) — Partner Adoption
2015 · Europe (UK and EU) — Partner Adoption
2015

Partnership with Ann Coopens (Gamification Nation) to gamify DecidRH's "Soirée Gamification et RH" event in Paris, collaborating with European consultants. The cross-cultural work brought practical engagement learnings and helped adapt the platform to different realities.

Results: Opening of new European markets; refinement of techniques and platform adjustments for multicultural contexts.

2016

2016 · Correio Braziliense — Love Instagame
2016 · Correio Braziliense — Love Instagame
2016

Gamification to engage the newspaper's readers in challenges, social actions and reading of the print edition.

Results: Adoption of social mechanics with public press coverage.

2016 · CAIXA — Digite CAIXA
2016 · CAIXA — Digite CAIXA
2016

CAIXA, one of Brazil's largest banks (200k+ employees; 75M+ customers), launched the "Promoção Digite CAIXA" gamification using Funifier to encourage the use of digital channels. Customers earned points for accessing the app, making internet banking transactions and inviting friends, competing in monthly drawings for smartphones and travel packages. The experience could be accessed through the bank's website or the promotion site.

Results: +43% in internet banking access in the launch month (from 4,194,541 to 5,981,685 users).

2016 · SEBRAE — Like a Boss (Startups)
2016 · SEBRAE — Like a Boss (Startups)
2016

Gamification for the registration and validation of 1,700+ startups, where startups earned points and badges as they advanced through registration steps, and state managers also scored points for validations.

Results: Increased adoption and registration completion; engagement of the 57 state managers.

2016 · ELO — Merchant Network Expansion
2016 · ELO — Merchant Network Expansion
2016

Gamification to expand the network of merchants accepting the ELO card, engaging and rewarding 315,000 employees of the controlling banks. Journey with onboarding and initial tour, check-ins at locations not yet accepting ELO, badge unlocks with points, content consumption and interaction (news, message wall), social features (friends, notifications, sharing) and a final reward in points for purchasing at the referred merchant.

Results: Segment: Financial Institution; Players: 315,000 employees; Target merchants: 1.6 million; Goal: increase customers and accredited merchants.

2017

2017 · Wiz (Brazil) — Sales Gamification (Salesforce)
2017 · Wiz (Brazil) — Sales Gamification (Salesforce)
2017

Gamification for a network of 1,200+ salespeople, integrated with Salesforce.

Results: +1013% in leads processed (31,671 → 352,550 from 2017 to 2018); +155% in sales (25,103 → 64,109); +80% in plan-execution effectiveness.

2017 · CAIXA Seguradora — Engagement Program
2017 · CAIXA Seguradora — Engagement Program
2017

Adoption of gamification across the CAIXA ecosystem after the results observed.

Results: 264 leaders / 6 weekly interactions reached in the very first week; after 1 month: 89 interactions/week on average (≈1483% of expectations); 2nd month with heavy users up to 2,550 interactions/week; sustained engagement.

2017 · Worten (SONAE Group, Portugal) — Game Ring Interface
2017 · Worten (SONAE Group, Portugal) — Game Ring Interface
2017

Gamification to engage a young gamer audience with the Worten brand of the SONAE group.

Results: Initial goal of 15,000 players exceeded; 40,000+ players in 2 weeks.

2017 · Campus Party (Brasília) — Caixa Seguradora
2017 · Campus Party (Brasília) — Caixa Seguradora
2017

Gamification to engage Campus Party visitors to interact with the Caixa Seguradora brand.

2017 · Viden — Thinkific LevelUp (Learning)
2017 · Viden — Thinkific LevelUp (Learning)
2017

Corporate learning tool with gamified learning paths using Thinkific integrated with iFlowww/Funifier, promoting continuous development and team engagement.

Results: Increased participation and completion of learning content (internal).

2018

2018 · CAIXA (Brazil) — Tamo Junto 9Bi
2018 · CAIXA (Brazil) — Tamo Junto 9Bi
2018

Large-scale engagement of 83,000 employees, focused on productivity, execution and the bank's profit, through recognition, goals and performance rituals.

Results: The goal was to beat the historical record of R$ 8.6 billion and reach R$ 9 billion; the result achieved was R$ 12.7 billion in recurring net profit (+R$ 4.1 billion vs. the record, 10× the additional goal). Engagement: 92.61% (77,312 of 83,482 employees), against a previous engagement record of 10%.

2018 · CAIXA — CAIXA Card Choice & Off to Russia
2018 · CAIXA — CAIXA Card Choice & Off to Russia
2018

Set of gamified campaigns with Funifier to engage customers: install the CAIXA app, transact via Internet Banking and encourage credit card usage. Customers registered on a hotsite, earned coupons for every R$100 in purchases (double coupons on Black Friday) and for referring friends.

Results: +45% in app installs (376,070 → 546,433 by the end of the campaign); +43% in Internet Banking access.

2018 · Adidas (Global) — World Cup Gamification
2018 · Adidas (Global) — World Cup Gamification
2018

Collaboration between Adidas, FUNIFIER, FractalMinds and LightBlue during the 2018 World Cup to unite online/offline experiences. Micro-pitches with sensors (LED/vibration) registered kicks, dribbles and challenges; data fed a real-time scoreboard. Players earned points redeemable for coupons at the event stores, increasing on-site engagement and sales.

Results: Consumer engagement in a global multichannel campaign.

2018 · Bahrain — Civic Gamification (Elections)
2018 · Bahrain — Civic Gamification (Elections)
2018

Gamification to encourage the population to vote on election day, since voting is not mandatory.

2018 · CAIXA — Tamo Junto Lottery Agents
2018 · CAIXA — Tamo Junto Lottery Agents
2018

Gamification to engage the bank's 13,060 lottery agent representatives across Brazil. The goal was to reach R$ 5.2 billion in results.

2018 · Cateno — Cateno Universe (Call Center)
2018 · Cateno — Cateno Universe (Call Center)
2018

Call center engagement for quality in case handling, productivity, error reduction and lower absenteeism.

Results: +27% productivity in the first 6 months of 2019 vs. the 2016–2018 average.

2018 · Compline — Redline
2018 · Compline — Redline
2018

Gamification of the document digitization process with an army theme; feedback displayed on internal TVs.

Results: Increased productivity and recognition; reduced turnover (internal).

2018 · Techmall — Startup Accelerator (Acceleratus)
2018 · Techmall — Startup Accelerator (Acceleratus)
2018

Gamified company-acceleration platform across 4 pillars (product, technology, marketing, results) with a narrative of building and taking off in an airplane.

Results: Continuous progress tracking and structured feedback.

2019

2019 · ING (Romania) — Multi-country Engagement Program
2019 · ING (Romania) — Multi-country Engagement Program
2019

Gamification to engage the bank's customers to shop at the accredited partner network using their bank account. In the app, customers get a catalog of products with discounts that can grow based on their interaction with the gamification, plus features such as a digital wallet, cashback and other tools for smarter purchasing.

2019 · SaverLife (USA) — Financial Education
2019 · SaverLife (USA) — Financial Education
2019

Nonprofit fintech that gamified its savings-incentive program with Funifier: save US$5 for a chance to win +US$5, points for learning (articles), using budgeting tools and saving; a "Scratch & Save" scratch-card mechanic for prizes and habit reinforcement.

Results: 61% of members increased their savings; 70% saved US$500+ within 6 months; savings rate 3.1×; "Scratch & Save" lifted deposits by +11.3%.

2019 · Concentrix — Engagement Program
2019 · Concentrix — Engagement Program
2019

Engagement of the Halifax contact center operations team to increase productivity and service quality.

2019 · JCB — Sales Engagement Program
2019 · JCB — Sales Engagement Program
2019

Gamification for sales teams (onboarding and performance challenges).

Results: Reaching 12% market share (2018 goal) by mobilizing the sales force.

2019 · Catholic University — Academic Engagement Program
2019 · Catholic University — Academic Engagement Program
2019

Welcome and engagement of new students with learning paths and student participation.

Results: 30% adoption in 2 days; 2,000+ invitations among students; 31% of registrants invited others; ~2,000 new followers; 24% started following because of the gamification; 40,000+ actions in 2 days.

2019 · SPC — Sales Locomotive
2019 · SPC — Sales Locomotive
2019

Gamification to engage employees of SPC's commercial partner network, focused on prospecting and sales conversion.

Results: Improved productivity and sales funnel (internal).

2020

2020 · Agrolab Amazônia (Sebrae) — 3D/Metaverse Event
2020 · Agrolab Amazônia (Sebrae) — 3D/Metaverse Event
2020

During lockdown, the physical event was converted into a 100% online experience with a gamified 3D environment replicating the entrance, auditoriums, pavilions, central plaza and auction. Access via hotsite; in the 3D world visitors toured booths, exchanged business cards, scheduled meetings, downloaded materials, attended talks with Q&A and chatted with exhibitors, with every interaction tracked for lead generation.

Results: 400+ exhibitors; 196,000 visitor actions; 22,000 business cards exchanged; the virtual auction sold 2× the in-person edition, totaling R$ 32 million.

2020 · Tele2 — Sales Engagement
2020 · Tele2 — Sales Engagement
2020

Sales engagement program with goal, ranking and mission mechanics.

Results: Improved sales performance with indicator visibility.

2021

2021 · Run2Biz — 3D Event/Interface
2021 · Run2Biz — 3D Event/Interface
2021

Engagement of Run2Biz customers and partners at the Run2Biz 2021 online 3D event built with the Funifier platform, encouraging participation, booth visits, business card exchanges and deal-making.

2021 · SEBRAE — Entrepreneur Fair (Sebrae Experience)
2021 · SEBRAE — Entrepreneur Fair (Sebrae Experience)
2021

The world's largest entrepreneurship fair, digitized into a gamified 3D environment by Funifier during lockdown: virtual booths, interactive talks, shopping, networking and interaction metrics.

Results: R$ 160 million in business generated by the networking feature alone; reach maintained and expanded during the pandemic.

2021 · Brasília Shopping — Engagement Program
2021 · Brasília Shopping — Engagement Program
2021

Post-lockdown Christmas-themed gamification, an elf hunt in augmented reality inspired by Pokémon Go, with a Santa Claus mission to find elves scattered across the mall (food court, sports area, etc.). Completing the mission unlocked rewards such as drive-in movie tickets.

Results: Increased foot traffic and Christmas sales; promotional mechanics stimulating purchases (R$ 200 → coupons for a car raffle; R$ 400 → panettone).

2021 · FitTrack — Health and Fitness
2021 · FitTrack — Health and Fitness
2021

Gamification for physical activity routines and healthy habits.

Results: Improved adherence to workouts and personal goals.

2021 · Bradesco — BQuest (InovaBra)
2021 · Bradesco — BQuest (InovaBra)
2021

Gamified learning experience with a space narrative: teams navigate a knowledge galaxy where each "planet" is a course, mission or challenge (financial literacy, service excellence, etc.). Includes mini games, learning paths with progress bars, status points, rewards and achievements to make training immersive and fun.

Results: Corporate adoption and dissemination of an engagement culture.

2021 · AspenTech & Violand — Engagement Widgets for Events
2021 · AspenTech & Violand — Engagement Widgets for Events
2021

Set of Funifier widgets to engage audiences at 3-day online events: points for actions, leaderboards, player profiles, quest lists, real-time feedback, quizzes, crossword puzzles, an "infinite runner quiz" minigame and a rewards marketplace.

Results: Increased participation and healthy competition during sessions (internal).

2022

2022 · HP — Customer Center (CX)
2022 · HP — Customer Center (CX)
2022

Engagement program for the Customer Experience team integrating game mechanics into the daily workflow: challenges, rewards, avatars, leaderboards, narrative and notifications to promote "WOW" customer experiences.

Results: Noticeable increase in CSAT and volume of positive feedback; strengthening of the customer-centric culture.

2022 · Google/SENAI — Education and Training Program
2022 · Google/SENAI — Education and Training Program
2022

GCP Race — a gamified Google Cloud learning journey created with Google and SENAI using the Funifier platform. It combines a racing narrative with Google Cloud Skill Boost lessons and challenges: participants earn points in classes, quizzes and hands-on exercises, advance through "laps" and compete on leaderboards for badges and rewards. Mechanics: status points, challenges, leaderboard, virtual goods, narrative, teams, progress bar and timer.

Results: Increased participation and learning-path completion.

2022 · PlayDPS — Cybersecurity Education
2022 · PlayDPS — Cybersecurity Education
2022

Gamified cybersecurity training product for companies that need to implement LGPD (Brazil's data protection law) and a security culture.

Results: Increased knowledge and adherence to security practices (internal).

2022 · TeenSmart — "CRECER PARA SER" (Education and Well-being)
2022 · TeenSmart — "CRECER PARA SER" (Education and Well-being)
2022

Gamified journey for teenagers and young people covering life skills, emotional health, relationships and self-knowledge. Interactive challenges, quizzes and activities that turn learning into an engaging experience.

Results: Increased engagement and participation of young people on the platform (internal).

2023

2023 · Banco do Brasil — Joga Junto BB
2023 · Banco do Brasil — Joga Junto BB
2023

Gamification to build a culture of recognition among Banco do Brasil employees.

Results: Strengthening of the recognition culture and mobilization of the network.

2023 · BRB — Vai Pra Cima BRB!
2023 · BRB — Vai Pra Cima BRB!
2023

Gamification to engage employees toward reaching and exceeding goals.

Results: Program structuring and adoption indicators.

2023 · Santa Permuta — Barter Engagement
2023 · Santa Permuta — Barter Engagement
2023

Gamification to stimulate transactions on the group's barter platform, with challenges, scoring and rankings, offering seats in an exclusive mentorship with Paulo Octávio as a reward.

Results: +40% in barter-system access; +130% in purchases and sales completed.

2024

2024 · Fire Department (Federal District) — Águas Claras Without Flames
2024 · Fire Department (Federal District) — Águas Claras Without Flames
2024

Citizen gamification combining education, community action and data to reduce urban fires.

Results: -38% in fires in the 1st half of 2024 vs. 2023 (according to a public interview with the project lead).

2024 · Banco do Brasil — BB TO ON
2024 · Banco do Brasil — BB TO ON
2024

Gamified onboarding system for new employees, with learning paths about culture, values and area-specific content. Fully accessible (including for blind users), with crossword puzzles, quizzes and jigsaw puzzles.

Results: Doubled engagement vs. traditional methods; 80% completion. Commercial profile: 2,559 employees (95% completed); Technology profile: 2,320 (98% completed).

2024 · Banco do Brasil — Building Evacuation Journey (CIPA)
2024 · Banco do Brasil — Building Evacuation Journey (CIPA)
2024

Gamified safety journey for building evacuation in case of fire, with interactive narrative and decision-making across multiple scenarios.

Results: Featured at BBDW 2024 with 136 participants.

2025

2025 · Banco do Brasil — Women in IT (MMTI)
2025 · Banco do Brasil — Women in IT (MMTI)
2025

Gamification (quiz + scratch card) to present the movement and test knowledge about influential women in IT. Used at BB Week 2024 and 2025.

Results: 1,019 participants across the two editions.

2025 · Banco do Brasil — A Brazil of Opportunities
2025 · Banco do Brasil — A Brazil of Opportunities
2025

Interactive quiz to communicate the benefits of the "Mais Professores para o Brasil" program and the teachers' card (security, convenience and advantages).

Results: 2,935 participants at the 2025 Mayors' March (Brasília).

2025 · Banco do Brasil — BB Award
2025 · Banco do Brasil — BB Award
2025

Institutional recognition of initiatives that reinforce the Corporate Strategy and Organizational Culture, tied to the achievements dynamic of Joga Junto BB.

Results: 178 achievements submitted; 4,002 participants; 18,000 votes; 50,156 visits.

2025 · MOAI — MOAI Islands
2025 · MOAI — MOAI Islands
2025

Community gamification for member engagement and collaboration.

Results: Increased community participation and retention.

2025 · RE-CICLO — Gamified Recycling
2025 · RE-CICLO — Gamified Recycling
2025

Gamification built by students of the NextGen program in Mato Grosso to increase community participation in selective waste collection in Cáceres/MT (Pantanal) and turn recycling into a habit.

Results: During the test at the 12th Pantanal Science Fair (11/07/2025), a container was completely filled in under 5 hours; 1st place in the Technological Development category. Presented at JENPEX during COP 2025 Pantanal, winning 2nd place overall among 200+ projects.

2026

2026 · Rota Viva (MIDR/UFPI) — Rural Producer Engagement
2026 · Rota Viva (MIDR/UFPI) — Rural Producer Engagement
2026

Gamified app of the Rota Viva project — an initiative of Brazil's Ministry of Integration and Regional Development (MIDR), executed by FADEX in partnership with UFPI for the National Integration Routes program. It engages beekeepers in Piauí (Honey Route) and artisanal fishers in Amapá (Fishing Route) through Duolingo-style learning paths, a social knowledge gallery, gamified active listening, collective challenges between municipalities and a Young Multipliers training track. Accessibility designed for the territory: automatic text-to-speech for non-literate producers, offline mode for intermittent connectivity and assisted registration at the fishing colonies.

Results: High receptivity in the field despite low digital literacy; fishing colony presidents adopted the app as a communication channel with fishers and public authorities; TTS and offline mode enabled the inclusion of non-literate producers; an in-app marketplace is under development for fishers to sell directly to consumers, cutting out intermediaries. Ongoing project (2026).